AVATARS

Simon
      January 19, 1999 (22:04)

      It seems to me that for a game which leaves most stuff quite vague, the
      issue of avatars is quite dogmatic. The avatar is a shard of the one, or
      so the theory goes. In addition, avatars are possessing charater traits,
      memories, and desires completely independent of the individual. Upon
      death, the avatar goes off for a spin around the great wheel and mortal
      half either hangs with the wraiths, or spins down to oblivion. And that
      part is extremely dogmatic in the game. That might work for some
      people, but I can definitely view things happening some other ways
      which directly contradict that view. I see the avatar as the persons
      innermost soul. There is not a soul and an avatar, just one. The avatar
      would be the consciousness of the person. Therefore upon death,
      where would the avatar go, and does it have to go anywhere? Why
      can't that just be the whole ride? The idea of the avatar as the
      concious/subconcious would also screw with Gilgul. Gilgul would, in
      effect, kill such a person in the same way someone might be brain dead,
      but the body kept alive by machines. Are wraiths then merely shadows
      of departed avatars, and aren't a direct link from the original person at
      all? The same way someone leaves a psychic impression without leaving
      themselves? Maybe the game allows for all that and I just missed it, but
      I wouldn't mind your thoughts.

      My Karma ran over your Dogma

      Simon Spiritson


Peregrine Gray ([email protected])
      January 19, 1999 (23:23)

      Some stuff I wrote a few years ago:

      AVATARS & SUPERNATURALS --

      Humans & Mages: Some believe that all humans have Avatars and are
      capable of Awakening, others believe that only a select few are given
      the Gift.

      Vampires: Vampires were once humans, with souls and Avatars of their
      own, however weak or dormant. But with the introduction of the viral
      vampiric blood, the mortal dies -- allowing the mortal self to descend to
      the Underworld and either remain there, restless, or pass on through
      Oblivion and into possible reincarnation. The Avatar, too, passes on
      through this mysterious process as the Eidolon, even if the wraith
      remains restless. So what's left in the undead mortal shell on earth? A
      viral spirit that vampirically usurps the identity of the deceased, a hungry
      thing that lives in the blood. Some have theorized that this vampiric
      thing, this Beast, is the bloated Avatar of Caine, the first vampire from
      humanity's distant past. Or perhaps it is only a portion of that ancient
      Avatar, as the Incarna and other totems are portions of Gaia.

      Werewolves: Werewolves ostensibly have souls, but they are not their
      own. When viewed with spirit-sight, the Garou often appear more
      bestial in some way. But the werewolf's souls are bound up in their
      pack totem, so much that they seem to have a collective, group soul,
      which is that totem. And that totem is a child of (and therefore a part of)
      an Incarna-level spirit such as Stag or Wolf, and those spirits are
      ultimately a part of Gaia herself... which leads to the realization that all
      shapeshifters share a common Avatar, which is Gaia herself. When
      viewed in the Umbra, werewolves always appear in their Crinos forms,
      and one with Avatar Lore can see the pack's totem as well (usually
      either at the werewolf's side or melded with its own form -- eg, a
      Crinos with Stag's legs and horns).

      Wraiths: Wraiths are not, despite common belief, the "souls" of the dead
      -- not per se. Rather, they are the egos, the remnants of the mortal
      selves; the superego/Avatar portion of the Self is called the Eidolon in
      the Underworld.

      Faeries: Faeries have no souls. That's a well-known fact; when a faerie
      is walking the earth and someone looks at it with spirit-sight, there's
      simply nothing there. They have an astral form, because they are
      sentient, but they have no primal spirit-form, no Avatars at all. They do
      occasionally have something similar to a "halo" -- an aura of energy and
      power like those surrounding mages, but the "halo" of faeries has a
      frenetic, glittering, wyld quality to it, as if the energies were not the
      potent Quintessence mages know, but something different, something
      wholly fae.

      CROWN & HALO The "Crown" is the portion of the Avatar that
      manifests to those with the ability to sense the Avatars of mages and
      even Sleepers. This ability in, game terms, is a Talent or Knowledge
      (Avatar Lore) plus either Spirit 2 or Awareness 4, or both. It is called
      the Crown after Sahasrara (the 7th Chakra, also called Ananda), that
      bright white nexus of Divine energy depicted in eastern texts as
      positioned directly above the head. Those select few who are versed in
      the ways of Avatars can sense the relative power of a mage's Avatar,
      and perhaps even something about it's nature -- unless the mage has
      countermagicks or psychic shields up. The "Halo" is the aura of energy
      and power that surrounds every magus. This is completely seperate
      from the Aura perceived with Mind 2 and Awareness 3, which depicts
      emotional and mental states and can be seen in every human. Some
      Halos are so faint they can barely be seen; these usually describe a
      mage who is holding little or no Quintessence, has a weak Avatar, or
      ...this either means a weak magus or a more powerful one that is laying
      low.

      AVATAR/MAGE RELATIONSHIPS Puppetmaster -- The mage is a
      pawn, unwitting or unwilling, and the Avatar is manipulating its host to
      its own ends...however dark or kind those may be. Enigmatic Guide --
      The Avatar is leading the mage to something, some knowledge or
      understanding, perhaps Ascension, perhaps simply a memory buried
      deeply in some past life... but the trail it leaves is ambiguous and
      uncertain, either due to interference from outside, problems with the
      mage, or the Avatar's own intent. Distant -- The Avatar seems
      unconcerned and uninterested in the mage and her life, instead drifting
      off into contemplation, fantasy, or even half-slumber. This is the most
      common Avatar / mage relationship. Partner -- The Avatar willingly and
      effectively works with the mage, pursuing mortal goals as well as urging
      the mage on to more esoteric ones. This is the second most common
      relationship.

      Sorry this was so long...
      ...no, I'm not...



Kevin Schultz ([email protected])
      January 21, 1999 (03:42)

      Peregrine seems to have summed it up a bit: I'll put a bit of my own
      interpretation on it all:

      In WW, I see every human being as having a generic instance of the
      "human spirit". This is just like how a cow has a cow-spirit, a fish has a
      fish-spirit, and whatnot: it's what makes humans spiritually similar. In
      addition, each person has a unique spiritual aspect called the Avatar:
      many would call this the soul. (Incedently, I believe this spirit/soul
      distinction is Mideval in origin. At least, that's where I got it. According
      to Mideval theology, every living thing had a spirit, but only humans had
      souls.)

      When someone dies, the Avatar either jumps on the big 'ol wheel for
      another spin, or Trancends along with the diceased. The Mind/spirit
      element that is left either Trancends along with the Avatar, or becomes
      a Wraith in the underworld. The gaping spiritual hole where the Avatar
      once was in the mental/spiritual makeup of the wraith becomes the
      Shadow.

      faith-seeks-understanding



 



Simon
      January 23, 1999 (13:20)

      The "human spirit" idea has merits, but it's a little to platonic for me.
      Plato viewed each species as having a set type, and the real world was
      filled with imperfect reflections of those types. We are all just watching
      shadows on the wall. I don't like the idea of the type, as it does not
      coincide with modern day evolutionary theory. Species are not defined
      by types, but by reproductively isolated groups. What happens though,
      is that at times this reproductive isolation is not as isolated as we might
      think, and other times a blending effect occurs where there is no
      obvious place to set a species boundary, as each neighboring
      population can interbreed with the next, but two populations far away
      from each other on the continuum are isolated. In short, I don't like
      types.

      Next, I know what the game says about Avatars, and I don't like it. It is
      too limiting and too narrow an idea to define the spiritual realms and
      spiritual sides of people the way they do. I think a broader systems of
      beliefs would be possible, if they just did away with the need for the
      avatar as a serperate entity, that just happens to be hanging out with you
      for awhile. It's a nice idea, but not the only one.

      -- Simon



 Simon
      January 27, 1999 (21:00)

      I'm really not trying to come to a concensus with this topic. I would like
      to brainstorm ideas for alternative posibilities and keep this section of
      the game as vague as the stylistic sections. This is an area of
      metaphysics which should remain as vague as possible to encourage
      more discussion. With that in mind, would the chorus really buy into the
      wheel of life thing (at least those with christian origins)? To further that,
      the Euthanatos tradition would be on much shakier ground if this
      metaphysical side of the game were much more vague. Killing people
      by the droves is a justifiable (to some) act when you know they will be
      reincarnated. However, when you are unsure of that fact ... Anyway,
      I'm not trying to put down anybodies views, I'm only trying to shake off
      the more dogmatic parts of the game.

      Whatever floats your boat strategy.



Peregrine Gray ([email protected])
 January 27, 1999 (22:05)

 I agree that there's no need for a consensus on the topic, and that play seems more
 enjoyable without the certain dogmatic soulstuff.

 A note, though... the Choristers aren't really of Christian origin... Ancient Egypt, 4000s BC
 I think, was when they first congregated.

 Also, maybe we could come up with some other ideas on what Avatars are? I've heard
 theories calling them actual angels (religious and Hermetic), calling them one's future
 (maybe even Ascended?) Self... they might even be a race of manipulative and scheming
 but powerful spirits from the Outer Realities, possessing mortals and deluding them with
 the whole "Awakening" concept so that they'll go along with everything.

 Hmmm... or maybe the Society of Leopold is right, and they're all just demons...

 Anyone else?

 Peregrine

 "I met a woman long ago, her hair the black that black can go
 Are you a teacher of the heart, soft she answered No
 I met a girl across the sea, her hair the gold that gold can be
 Are you a teacher of the heart, Yes but not for thee
 I met a man who lost his mind in some lost place I had to find
 Follow me the wise man said, but he walked behind
 Several girls embraced me then I was embraced by men
 Is my passion perfect, No do it once again
 I was handsome I was strong, I knew the words to every song
 Did my singing please you, No the words you sang were wrong
 Well teachers are my lessons done, I cannot do another one
 They laughed and laughed and said well child, are your lessons done?
 Are your lessons done?
 Are your lessons done?"
          -- Leonard Cohen, "Teachers"



Jingo ([email protected])
      February 3, 1999 (15:49)

      allright

      Here's what it's always come down to in my game.personal faith.

      Every avatar I've had has been different, I think the only reason that
      there is anything similar to an official cosmology is out of a need for a
      functioning system of quintessence management in the mechanics of the
      game. That and the impact of the Mercurian Cosmology on the
      traditions as a whole.

      As far as I'm concerned avatars are as personal to a mage as their
      magical style.

      let's consider teh some examples from some books

      VAA mysterious chat partner explaining things... (BoS avatar essay

      Here we have a paradigmatically appropriate impression, it's what that
      person expects to see, therefore it's what they see

      GeneralA disconected voice explaining things: I don't remember what
      book this was in, but it involved a mage standing on a mountain top
      singing...

      CoXJust who was that woman who turned that nerdy girl around,
      dancing naked in the rain and intorducing her to her future mentor...
      Could've been a recruiter... could've been someting more personal....

      These are all examples of pattern avatars though...

      The best dynamic avatar I've ever seen comes from one of my players.
      Don't steal it, I'm already translating into writing of my own...

      Her avatar communicates in loose visions in dreams, these mean nothing
      until the character sculpts the dream, in clay or metal.Once it's sculpted,
      she stops having the dream, but still hast to figure out what the sculpture
      means.

      this is a WONDERFULLY personal and complicated idea, which
      allows for a lot of fun character manipulation on my part, and a lot of
      interesting character developement for the player.

      If you don't want to be tied down by the systemtranscend it, do things
      taht numbers can't match, and save the numbers for when they're
      necesary.

      allright,
      enough trash from me
      peace


 
 
 
 
 
 
 



A house rule I use involves using your Avatar and Arcane ratings as
      modifiers to other supers using "Aura Reading" or it's equivalent to
      determine if you're a Mage. Each point in Avatar lowers the opponents
      difficulty by one while each point in Arcane increases it. Making very
      powerful mages (at least spiritually) easier to sense and very discreet
      mages harder to sense.

      -Darius Kalshane, Orphan Mage, Focus Cabal
 
 
 
 


Bit Nine
      February 9, 1999 (17:20)

      "So how do you all run things as far as when and how a mage can tell
      another person is a mage?Say an orphan is walking around Times
      Square..."

      That's an excellent question! I've always wondered how exactly
      different Storytellers outside of my gaming clique run different things like
      Mage detection, countermagick, resisting Mind magicks, and so on. I
      commend you for the idea.

      Alright, I recently changed the way which I run this, because of
      something that I read, which I will get to later. I have a Mage make a
      perception + awareness roll. If they are just wandering the Square, it
      would be difficulty 9 or 10. With 1-3 successes, I'd tell them they get an
      odd feeling. With 4-5 I'd tell them that they get the feeling something
      supernatural is somewhere abouts. With over 5, I'd tell them a Mage is
      nearby. (Maybe not in so many words, but…)

      What I read that made a lot of sense was the rote 'Technovision' in the
      book Digital Web 2.0. It allows for perceptions across the board,
      usually in the form of a Terminator-style visual overlay. However, the
      important part is that it stated that detection of supernaturals and other
      odd things still required a perception + awareness roll. The standard
      difficulty of this roll was 4, but it stressed that conditions could modify
      this roll. (Such as Arcane subtracting dice from the pool, and whatnot.)
      I really like this idea, and I'm using it. I would make the results more
      specific when the roll is in conjunction with the first level of an
      appropriate sphere. And Mages walking around with mystic senses
      would get lower awareness difficulties, but slightly higher alertness
      difficulties (especially those who are 'new to the game', so to speak), for
      dealing with the extra sensory input (I'd excuse this for multitasking
      Mages or those with exceptional perceptions).

      Of course, I let Mages who like to carry massive Talismans or a full
      Quintessence wheel light up like a Christmas tree. If the player is
      actively looking or checking to see if a person is a Mage, I usually allow
      them to get a 'supernatural or not' distinction fairly easily. I find it works
      better if the ST handles the perception rolls, as suggested by the book
      (and I really should do that more often). That way, if they insist on
      checking every person they meet, only the ST will know that they
      botched, and that street cop really isn't some sort of Euthanitos
      vigilante.

      (My real problem is when mages try to use Awareness to detect every
      magic used in the game to counter it… Like when one NPC used her
      magic to enhance her appearance, and a player demanded an
      Awareness roll [and of course he scored notable successes, despite the
      high difficulty; right] and then either a countermagic or willpower roll to
      completely ignore the effect… Ah, aggravation abounds and often
      pounces on the noble Storyteller.)

      -- Bit Nine



 
 


Blake ([email protected])
      March 5, 1999 (21:24)

      The Awakened are visible from the Penumbra. This just means, that
      while normal people can't be seen, or can barely be made out against
      the Penumbral landscape, mages and the like can be. It does not mean
      that they can be attacked from the Umbra, just spotted from there.
      Creatures that have a 'sideways attack' power, and spirits that can
      make attacks like possession attempts accross the Gauntlet can
      certainly do so as usual.

      One thing to note, is that most mages have an affinity for the High
      Umbra, and thus, it would not be unreasonable for thier Avatars to be
      visible only to those percieveing the Penumbra through a High-Umbral
      Videre (that is, who themselves enter the High Umbra when stepping
      sideways).

      Thus, Garou, for instance, might notice the Avatar of a Dreamspeaker
      or Verbena who naturally travels to the Middle Umbra, but fail to see
      that of an Hermetic mage or Technomancer.

      ---                                       |
      Blake 1001, Virtual Adept, Disciple    ---|-.
      http://www.geocities.com/Area51/1317      '-|---
                                                  |



Peregrine Gray ([email protected])
      March 5, 1999 (21:34)

      I've always gone by the idea that the Avatar of a mage can only be seen
      with Spirit 1 *and* Avatar Lore of at least 3. I usually have it appear as
      a gleaming sphere of varying size that floats a few inches above the
      mage's head, as per the 7th Chakra Saharara, "The Crown". This is the
      higher self. The mage himself (or herself) will be able to percieve their
      own Avatar without Spirit 1, as long as their Avatars are level 3 or
      higher, and will see the Avatar in it's personal form (their old professor,
      the Egyptian goddess Sakhmet, a living pillar of flame, whatever)
      instead of simply as The Crown.

      Only in marauders (or *very* inexperienced mages) does the Avatar
      cause magick to occur without the mage knowing about it.In a sense,
      the mage is the Avatar's "focus", and is necessary for the working of
      magick. (aside: maybe Ascension is like Arete gain in more than one
      way, and Oracles are those Avatars have transcended the need to use
      the mortal mage for magick...?)

      As for umbral attacks, I think that one *might* be able to directly
      attack an Avatar in the Astral Plane, but not in the Umbra, not directly...
      or maybe vice-versa, maybe it depends on the type of mage. The
      mortal "soul", or the ego-spirit, should I think be subject to such attacks
      in the Umbra or Astra, just like any other spirit, but the Avatar seems to
      me to be such a rarified and abstracted manifestation of a being that it
      owuld be like... attacking a fifth-dimensional entity in the third
      dimension... or something. I think it could be done, but it'd be really
      hard, and may require more potent magicks.

      My thoughts... please comment... =)
      Peregrine



Bit Nine
      March 5, 1999 (23:59)

      "I've always gone by the idea that the Avatar of a mage can only be
      seen with Spirit 1 *and* Avatar Lore of at least 3."

      Spirit 1? I've always required a little bit more to percieve Avatars. I
      really always thought of the Avatar coexisting with the Mage and the
      visions it produced being just that: visions produced by the Avatar,
      viewable only by that Mage. It seemed to go with what it said in the
      core Mage book (specifically on Page 32), that very powerful Avatars
      could be seen with potent Spirit Magick.

      I suppose you could attempt a simple detection with lower level Spirit
      magick, which is what (I think) you were talking about. But I like to
      up-play the closeness between the Avatar and Mage, and keep the
      Avatar as something only the possessing Mage interacts with. (Gilgul
      nonwithstanding.)

      As for other supernaturals, I wouldn't let them 'attack' a Mages Avatar.
      Well, at least not most of them. They'd need to have some pretty heavy
      justification and the power, skill, and knowledge to back it up.

      And any non-Mage 'attacking' Avatars would quite probably soon find
      himself hunted by the Euthanitos/Celestial Chorus/Akashic
      Brotherhood/other Mage groups as the echoes of their abhorrent deeds
      rippled through the Wheel.

      -- Bit Nine



tDK ([email protected])
      March 10, 1999 (03:29)

      It says in the main Mage book that one particular paradox spirit abducts
      a Mage's avatar and binds it in some inaccessible corner of the Umbra.
      I take this to mean that the Avatar isn't necessarily with the mage
      (meta)physically at any given time. They often run around manipulating
      circumstances around their mage, and I'd think it'd be hard to be
      disguised and bump into your mage in a bar if anybody with Spirit 3
      could see your essence tied to a Chakra.

      I think that the relationship between a mage and his avatar is a sublime,
      complex, and poorly understood and even more poorly observed
      connection. It's like the delicate and wondrous miracle that is a living,
      complex organism. You don't need to understand it to blast it apart with
      a shotgun, which is what I think Gilgul does. Blind destruction
      introduced into a system which has nothing to do with the weapon and
      is so much more than bits of lead and gunpowder could ever hope to
      approach.

      $0.02

      My avatar manifests as breakfast cereal
      What do your rice krispies say to you?



Peregrine Gray ([email protected])
     March 10, 1999 (12:56)

     >"the Avatar isn't necessarily with the mage (meta)physically at any given
     time. They often run around manipulating circumstances around their
     mage, and I'd think it'd be hard to be disguised and bump into your mage
     in a bar if anybody with Spirit 3 could see your essence tied to a
     Chakra."<

     Well, I never really considered that an issue (bumping into your Avatar at
     a bar) unless the mage had an Avatar rating of like 5 minimum. I could
     see a mage with a rating of 3 having visions of his Avatar in a bar, but I
     don't think anyone else would see it, and certainly wouldn't be connecting
     anything to some chakra on that guy in the corner. Kindof my whole
     point was that it took the Avatar Lore knowledge in addition to the Spirit
     magicks, and I guess the part I didn't clarify was that the Avatar Lore
     knowledge is pretty rare in my games -- only a handful of Hermetics,
     Akashics, and Chakravanti (and maybe a few Choristers) have more
     than a dot or two in it. Therefore even if a mage DID have a hugely
     powerful Avatar that could manifest physically in a separate form, there's
     only about 15 mages in the world that would be at all likely to notice that
     it was an Avatar.

     Just clarifying... them's me rules, ya don't need to use'em...

     My rice krispies tell me to head to the nearest mall
     and slice, dice, puree, grind, and smash until the cops
     take the t-bird away...

     I try to listen to my cheerios...


Patrick ([email protected])
 March 28, 1999 (09:14)

 Prime is the "end all" power for controlling the flow of Magics to and fro, but I have
 an analogy I could use a few cents on:

 Can you Countermagic with Spirit using the concept of interfering with the "link"
 between a Mage and his/her Avatar?Spirit 5 can be used to execute Gilgul, "the
 permanent seperation of a mage from the Avatar." Spirit 2 will let you "Call and/or
 Banish Spirits", theoretically that would work on an Avatar....would it cause an
 interference like the interference caused by "magics opposing the Avatar's designs"
 ?? Or is it even a probable idea? Anybody have some input?

 I didn't really care, until the Mage wanted to use silver beads
 as a hydrocannon.....  then I had to make a rules decision!



tDK ([email protected])
 March 28, 1999 (17:11)

 Time for me to trot out my old argument---

 I wouldn't allow that. Rune-Fetter the paradox spirit actually kidnaps avatars, and while that's a severe inconvenience, the mage can
 still use magick.

 I also (personally) hate it when people talk about Avatars as just another spirit. Spirit 5 can harm a shard of the Pure Ones, but that's
 it. It can't manipulate, create, uncreate, summon, banish, awaken(!), or otherwise affect the Avatar. Next to an avatar, Spirit magick
 is a blunt instrument.

 Think how unbalancing it'd be if you could use Spirit 2 "Rouse Spirit" to awaken any avatar.  Yikes.



Blake ([email protected])
      March 28, 1999 (22:14)

      Can you use Spirit magick to counter anything and everything because
      the Avatar can be considered a spirit?

      Gotta be a 'No.' To that one.

      It might not be wholly unreasonable to try to use Spirit 3 'Lull Spirit' on
      a person in a way something like Anti-Magick(normally prime 2). But,
      instead of spending quint to raise thier difficulties, you'd have to get
      more successes than the victim's Avatar rating before you could start
      increasing magick difficulties. Of coure, it'd be resisted by Willpower.

      Then again, that might just put the victim to sleep...

      I'm not sure - I don't think Spirit was really written up with the idea of
      applying it to people. The gross physcial form, perhaps, acts as a
      fortress for the Spirit native to it.

      ---                                       |
      Blake 1001, Virtual Adept, Disciple    ---|-.
      http://www.geocities.com/Area51/1317      '-|---
                                                  |



Peregrine Gray ([email protected])
      March 29, 1999 (04:30)

      I'd agree with Blake that Spirit magick countering all other magick isn't
      a balanced idea.

      I'd disagree with tDK however, on the point that it would be
      unbalanced to be able to use Spirit 2 to Awaken Avatars. I've always
      figured that's how Trad mages do it... but that doesn't mean it's all that
      easy, just roll and succeed and BAM! mage.

      I require an Avatar Lore Knowledge of at least 3 before Spirit magick
      can be applied to Avatars at all, and any mage in my games who has an
      Avatar Lore of less than 4 and has tried Awakening someone would
      advise against it, not a good idea. Not to mention the fact that in my
      House Rules you have to have a subject with a Willpower of at least 5
      before you can successfully Awaken them, otherwise they go
      Marauder. Most people I figure at a 2 or maybe a 3 WP. So you often
      have to teach them how to develop discipline and force of will, which
      requires time and effort and training... etc.

      I do think that with a high enough Avatar Lore rating, and the proper
      preparation, Spirit magick can affect Avatars at least somewhat. But
      Avatar Lore must be taught by someone who has it, and in my games
      it's not a common Knowledge at all... possessed only by a handful of
      Hermetics, Akashics, Euthanatos, and maybe some Solificati...

      So there ya go...



Maccabeus the Mad
      March 29, 1999 (20:20)

      Hrm. I've already been shot down once in a discussion on Avatars; I
      have a somewhat unorthodox view, it seems, but here goes.

      First, interfering with a person's connection to his Avatar is a plausible
      but difficult way to carry out countermagick. A lot will depend on the
      other person's relationship to his Avatar, really. An Iterator might well
      laugh off the attempt; a child mage a friend of mine recently introduced
      on the chats who perceives his Avatar as the genie from an oil lamp (ie,
      uses a form of WishCraft) would be in serious trouble. It depends on
      where the person sees his power as coming from.

      Second, I don't particularly see why an Avatar is considered so special.
      Granted, it's a somewhat abstract being not easily perceptible. _All_
      spirits, however, are shards of the Pure Ones (if the ST is willing to go
      with the idea that the Pure Ones ever existed), and you'll note that the
      more powerful ones can work true magick. Yet some people seem to
      want to have to go to great lengths to affect one in any way (there's
      even an Avatar Sphere lurking on BJ Zanzibar's site). Perhaps it's ST
      reluctance to say that someone is able to tamper with the souls of actual
      people (characters, but people in the game's context).

      Third, one possible source, the notion that if they're the same then one
      can simply jolt an Avatar awake with Spirit 3, is explicitly contradicted
      by the Big Purple Book anyway. It's not that it's something that can't be
      done because the Avatar is so odd, but that "awakening" the spirit of
      my lucky sweatsocks and "awakening" my Avatar are two totally
      different phenomena. Perhaps it would be better to describe Awakening
      as "Awakening _to_ the Avatar", ie, becoming aware of one's full
      potential as a sentient being not bound by some curse, altered state, or
      greater spirit.

      If this approach causes some kind of system problem, just tell me--I've
      never managed to storytell a Mage chronicle; I came close once but I
      couldn't get all the players together because of schedule
      conflicts.Maccabeus the Mad

      One God, One Truth;
      One Church, One World



Patrick ([email protected])
 March 29, 1999 (22:52)

 Wow !!

 Thanks for all the input. I like it all. Most especially I agree that interfering with the
 Avatar-Mage connection is most likely a Spirit 3 effect, and that the whole "ability to affect" is going to hang on the paradigm of the victim. Perhaps the true determinant would be the congruity of the two paradigms, with an appropriate "stretch". I.E. An Akashic might be able to interfere with a Hermetic Avatar, but would likely have difficulty with an Iteration X'er. As an experienced, learning ST, I 'think' the Mad one is looking at an interesting storyline and plot background. I actually LIKE the concept of Spirit affecting Avatars. On and on everything in the "big purple" indicates that Avatars are like "Sprit guides" and "the other half of the Mage." The phrasing indicates to me that the Avatar is something akin to the Spirit of the Mage. I remember something in the "big purple" indicating that Masters of Spirit could directly communicate with powerful Avatars.

 And while I'm rambling, what would the effect be of Spirit Magic on persons and
 places? Could you heal a blight? How would it reflect in the mundane world? Would the Mundane world attempt to reconform to the altered spiritual? Or Vice Versa?

 I'm not usually this long winded, but discussing this is nuetral
 territory



Maccabeus the Mad
      March 29, 1999 (23:38)

      Hrm. For healing a Blight, I would demand _at least_ Entropy 4, Spirit
      4, and lots of successes. An extended ritual using Entropy 4 Life 4
      Prime 3 Spirit 4 would be ideal.

      Maccabeus the Mad

      ((And, btw, so long as I'm calling myself "the Mad" or "Epimanes"
      (which means the same) you can trust me. On the off chance that I
      should begin calling myself "Epiphanes", or possible translations such as
      "the Illustrious" or more literally "God-Manifest", then begin to worry.))

      One God, One Truth;
      One Church, One World



Scotto
      March 30, 1999 (18:32)

      I also agree that affecting one's avatar would depend on BOTH
      paradigms. I have a Verbena whose avatar is Bear. With spirit magick,
      you might distract the avatar, and effectively reduce his avatar rating to
      zero for a scene, at most. But without killing ALL bears in the world,
      you could not seperate him from his avatar permanently. Well, maybe if
      he THOUGHT bears were extinct...

      -- Scotto



Bit Nine
      March 30, 1999 (23:14)

      Right. I've heard it a buncha times that Mages need Willpower 5 in
      order for a Mage to Awaken. Willpower 5 may be the level that a
      starting level Mage is expected to have achieved, but it isn't supposed
      to be part of logical conditional statement to determine Awaken-ability.
      For examples I would point both to the students listen in the Progenitor
      book, which have a willpower of 4. But the best example probably is
      the Apprentice template in the core book, newly awakened, without
      any Spheres, and a willpower of 3. But I'd figure that Mages on the
      path to learning about True Magick probably develop their willpower
      along the way.

      I think that the lower levels of Spirit shouldn't mess with the Avatar at
      all. I could see Avatars even inherintly being difficult to effect with
      Magick and resistant to its effects. Moreover, they were never
      supposed to be treated just like spirits. There were just some very high
      level effects that could (if crudely) interact with them.

      Though I'd have to say that I'd give a mage with Spirit 6 a fair amount
      of leeway within this area, that's not someone any person in any of my
      games will play, and will probably not ever appear as a NPC unless
      specifically demanded for by the plot.

      case Apprentice:
      {
        p.Attribute=13;
        p.Ability=21;
        p.Sphere=0;
        p.Arete=num(1,2);
        p.Willpower=3;
        p.Background=3;
      };



Peregrine Gray ([email protected])
 March 31, 1999 (04:36)

 Hey, I know that my whole WP 5 thing isn't supported by the sourcebooks.
 You may or may not be aware of hom much of a flying fig I give. =) But I *did*
 say I was talking about my own personal House Rules. It makes sense to me
 that in order to control reality one must have an exceptional will.

 Also, I think a big difference here is that, while some people are willing and able
 to view Avatars as spiritual entities, others are seeing them more as patterned
 Mind entities. Kindof along the lines of the whole Technocrat/Mystick thing, it
 seems. Maybe some mages' Avatars are most easily contacted and affected on
 the Astral, with Mind magick, and others' are contacted and affected by Spirit,
 depending on the paradigm? I dunno. Anyway. I thought my whole spiel on
 allowing Spirit 3 and above to begin affecting Avatars, with a requisite Avatar
 Lore Knowledge, was pretty spiffy, but it seems I'm alone in even commenting
 on it... ah well, sigh swoon crash and all that. I can understand not wanting to
 mess with letting mages mess with Avatars much, but making it an
 Archmasters-only thing seems a bit much to me... but hey, play'em as you
 see'em. Right? Right.

 Pflah.

 It is the Sleeper that Awakens, the Avatar was always so....

 ...and, I *AM* god incarnate.  =)
 Do you trust me?



 
 
 
 
 
 
 
 
 
 



Killer Jack Diamond ([email protected])
      March 24, 1999 (20:04)

      I've been Story Telling for quite awhile now and there's one thing that's
      always bugged me in the big purple book. It says that the Mage's
      Avatar rating driectly influences how much quintessence the Mage can
      manipulate in one round. However, it gives no answer to how much
      quintessence a mage can manipulate if he/she has no Avatar rating. In
      my games I simply stated a house rule that quintessence can be
      transferred on a 1 per 2 round basis as opposed to the normal (Avatar
      Rating)/round if the PC has no Avatar rating. While most players would
      bawk at the thought of NOT having an Avatar rating, I'm still curious to
      see how many other Story Tellers may have run into this dilemma.

      -- Killer Jack Diamond
         ([email protected])



Maccabeus the Mad
      March 24, 1999 (22:53)

      According to Sorceror's Crusade, all mages must have an Avatar rating
      of at least 1; without it, you're a Sleeper. I assume they meant the same
      for M:tA, but didn't state it outright.

      I thought this was kind of silly--why have it as a level for which you
      have to pay creation points? I never ran a mage of the sort you're
      discussing, but my mechanics idea was the same as yours.

      Maccabeus the Mad

      One God, One Truth;
      One Church, One World



Orphan
      March 25, 1999 (07:01)

      I would generally require at least one point of Avatar for any mage
      character. The Sorcerer's Crusade guideline makes sense from a
      metaphysical standpoint. I like your solution for characters that choose
      to put their Background points elsewhere, though.

      I read another post on this forum once where an ST said that he gave all
      of his PCs an automatic point of Destiny during character creation.
      Although this guideline would not hold for every NPC, I tend to agree
      that PCs are expected to do reasonably remarkable things and an
      automatic point of Destiny is a good reflection of that fact.

      In light of that digression, another possible solution is to give all mage
      characters created with zero points of Avatar one free point. Hope this
      helps.

      Orphan



Winteredge ([email protected])
      March 25, 1999 (17:32)

      I have always enforced requiring a mage to have an avatar rating of at
      least one.

      I don't feel bad about this because most other supernaturals get only 5
      freebie points. Having seven is like saying, "Here, have a two point
      avatar for free... of course if you want more you have to buy it."

      Deuce.



Freemage ([email protected])
 March 28, 1999 (23:52)

 First off, let me thank Orphan for the kind words regarding my auto-Destiny
 for PCs.

 Now, I'd either agree that the first rank of Avatar should be free, or....

 Say, "why not?" to a player who wants to have a 0-Avatar character.

 I can already tell that this is going to put me in the minority, but hold on a sec.
 I'm not saying the character doesn't have an Avatar, just that the Avatar is no
 stronger than the "baseline" needed to work Magick.

 The only thing this means is that a character cannot manipulate his Magick rolls
 with Quintessence, nor have a base pool of Q. that is refreshed automatically
 when he meditates at a Node. There is still no reason he can't use the higher
 levels of Prime Magick to draw Q. from Nodes and use it in Talisman
 creation.

 Now, what would a 0-Rank Avatar look like? Not much. Kind of like the
 fighting skill of someone with a Rank 0 Brawl ability; there's nothing stopping
 such a person from throwing a punch--they still have all their limbs, after
 all--they just have nothing beyond the raw ability of their Dex rating.

 Such an individual probably wouldn't even believe he HAS an Avatar, even
 though wiser Magi will simply pity its weakness. If he can sense his Avatar, it
 would probably be little more than a vague, shadowy awareness--the
 occasional odd dream, or maybe a series of coincidental omens; no really
 direct contact would occur.

 Seekings should be more challenging for this character, but on the other hand,
 he won't have to deal with the brow-beating that other Magi get from their
 Avatars. Seekings might take place entirely within the "real world", rather than
 on some level of heightened consciousness.

 --Freemage

 As opposed to the 5-Avatar, who drops by regularly for tea.



Blake ([email protected])
      March 30, 1999 (19:55)

      Well, in Mage 1st Ed, the limit is either your Avatar score or your dots
      in Prime. So, you could fall back to that. A Mage with no Avatar, but
      who has Prime, can spend up to his dots in Prime each turn. Obviously,
      an Avatar 2, Prime 5 mage can spendup to 5 per turn. Don't know why
      they changed it, really... maybe they didn't even mean to. There's a lot
      of mistakes in those books, y'know...



 Mant
      March 31, 1999 (11:26)

      It depends what you mean by Awakened. It has at least three meanings.

      On is "spirtually awakened". This is what you get with Spirit magick or
      Garou rites, or simply when someone cares about an object alot. Its
      spirit wakes up from the attention or energy it has recieved. Pretty much
      anything can spirtually awaken, although humans can't as such, but that
      leads to...

      Magickally Awakened. This is when you go from having a Sleeper
      Avatar to have an Awakened Avatar. It could indeed be simply seen as
      the human version of spirtually awakened as the Avatar could be seen
      as the spiritual part of the human.

      Can any human Awaken? Does the potential of Sleeper Avatars just
      vary, or are some incapable of it? Mages have been debating that one
      for a long time. Even given every Sleeper Avatar can potentailly
      Awaken, some Sleepers personalities may mean they never will.

      Certainly certain circumstances seem to lead to it. Different Trad have
      their different appraoches, near death expierinces, vsisionquests and the
      like. All these are really doing is putting certain people into certain
      situations where Awakening is more likely.

      The third is Mages term for non-Sleepers. They tend to call the other
      Supernatural "Awakened" simply becuase they are not Sleepers. This is
      an exclusive club however, if you're Avatar isn't right you don't get in.

      Of course anyone can get into the Vampire Club, just get embraced.
      Wether it destorys, transmutes or replaces you're Avatar it does
      something to it, and you ain't a Sleeper no more. Even magick can get
      you there if you have the vitae, just ask Tremere.

      Shifters are shifters from birth, or even conception, having a fundemtally
      different spirtual makeup. No Sleeper Avatar for them but a direct
      connection to Gaia. In if a Human is a PC with standalone operating
      system (Avatar) the Shifters are terminals, they can do some stuff
      themselves but the real power comes from thier mainframe, Gaia. The
      power they have lies in the strength of their connection.

      If you aren't born that way no about of nature loving, mystic realisation
      or awarness gets you to be a shifter, everyone else simply lacks the
      spirtual hardware. The First Change is realisation, not a transformation.
      Of course there is the Ritual of Sacred Rebirth...

      Changelings have a Faerie soul from birth (again possibly before) that
      eithr co-exisits with or possible replaces the human one, no Farie soul
      no Changeling.

      Certainly there is a way in which just about everything can be
      Awakened in someway, normally spirtualy.

      To work magick however requires more than "just" an Awakened
      Avatar, it requires and understanding of a paradgim, and context with
      which you can impose you're will on reality. In fact it also need will full
      stop. Animals an inamiate objects generally lack both.

      Of course if they spiritually awaken the spirits could potentailly have
      will, sneitence and even magick. It would be pretty exceptional but in
      that sense just about everything could be Awakened.

      Sure you could argue, its not really the cat doing magick, its just
      spirtually Awakened and the Cat-spirit is doing magick. Of course you
      could argue its not the human doing magick its just the Human-spirit
      (aka Avatar) doing magick...

      Mant

      -- Mant
 
 
 
 

 
 
 
 
 
 
 
 
 
 

 
 
 



"And what is the deal with
      avatars?"

      Tyr ([email protected])
      March 31, 1999 (07:33)

      My collection of Mage books is still somewhat limited but nowhere in
      any of the books that I do own is there a straightforward explanation of
      avatars. Of course in a game like Mage it's incredibly difficult to give a
      straight answer about anything since every tradition (and every member
      of those traditions) has a different view of reality but I'd really like to
      hear how people handle avatars in their games.

      Is your avatar the spark of creativity, a little voice in your head, a
      glowing figure that pushes you to develop your abilities, a talking mirror
      hanging in your bedroom...? Is the avatar a completely different
      personality that you share your consciousness with or is it just a sort of
      superego? I'm just totally clueless as to how to incorporate players'
      avatars into the story.

      Are they omnipresent, giving warnings about things the players are
      unaware of? Can they exert any kind of control over the mage's body
      or use limited magick to assist the mage?

      Anyway, enough questions for now. I look foreward to seeing what
      people have to say.

      Good artists borrow,
      great artists steal.

      -Picasso
 
 
 
 
 
 
 

 

 

 
 
 
 



INTERACTION WITH AVATARS

Mind 1 or 2 to communicate with your Avatar
Spirit 1 to see it, but only if it is an Avatar of rating 3 or higher
Spirit 1 and Avatar Lore 3 for others to see your Avatar
 
 

DETECTING MAGES
So how do you all figure it's possible to detect mages in everyday encounters?  As in, an orphan on the streets of NYC is trying to survive and stay out of the way of the big boys (OoH, Union).  What Spheres or Abilities or whatever would he need to tell if that guy who's been studying him is Awakened?  There's some obvious ways -- using Prime 1 to see if they've got clouds of energy in a halo around them, but few mages actually carry that much Quint at once, and those that do probably have ways of shielding the halo (but how, I wonder?).  Or by aura, using Mind or Awareness 3 or Auspex or something... but how is a mage's aura different than a normal human's?  The Aura Chart says that a mage's aura has "myriad sparkles", but I think that's only when they're using magick, and besides, that's not very descriptive.  And maybe there's a spiritual aura as well as an emotional aura, something visible with Spirit 1, which allows you to tell whether a given spirit is Awake or not...

And then there's the whole big Avatar issue.  I know there need be no consensus, but ideas would be welcome -- for example how does one look at an Avatar?  Should a mage need Spirit 1 to see even his own Avatar and Spirit or Mind 2 to communicate with it?  How would a mage go about studying another's Avatar?  I developed a Knowledge called Avatar Lore that I regard as necessary for anything involving Avatars.  I also developed an aspect of the Avatar known as the Crown (corresponding with the 7th chakra, Ananda or Sahasrara), which I concieve of as being the most outward aspect of the higher Self, and I imagine that if another's Avatar were percieved in any way, the Crown would be easiest.  So maybe Spirit 1 to see the Avatar... or maybe you have to have at least one dot in Avatar Lore also, and then you see only the Crown aspect... or maybe you have to have at least THREE dots in A.L. just to see an Avatar... depends on how specialized you want the Knowledge to be.

And aren't there some Garou Gifts and half-Faerie thingies and Wraith abilities that allow them to sense supernaturals?  Then there's noticing subtler things, like what might be Paradox flaws (disorientation, unnaturally colored hair, unique burns or scars).  Or the manifestations of the Echoes Flaw, or the Strangeness Flaw.  Or you could pay attention to what the other person notices -- said orphan sees that the guy watching him also noticed the glass-elemental's sudden activity, and realizes there's definitely something unusual about the guy.

Any other ideas, clarifications?

Peregrine

Did I just answer my own questions?  Why then do I still seek more answers...  *swoon*